General
• Costs rounded (deviation: 0 - 1.5%)
• Global weapon/explosion area-of-effect 'edgeeffectiveness' buff of 0.15 (as a correction for collision volume been made smaller around 2012-2013)
• Death/selfd unit explosion damages have changed, due to graphical effect size being linked to its damages. (mostly for non significant units)
• When reclaiming a feature, the income that it generates consists of two parts: a fixed part that is the minimal speed, and an additional part, proportional to the build power.
The minimal reclaim speed when reclaiming features has been lowered from 60/s to 12.5/s. The additional speed that each point of build power provides has been increased by an 11.25x factor (0.02 => 0.225). This results in reclaimers under 225 bp being slower, and those over 225 bp being faster than what they were in 9.46
• Some (mostly) useless order/state buttons removed like t1 mex on/off, antinuke firestate, various buildings with repeat/stop/wait without function

9. 46 sea pros and cons:
• + Micromanagement orientated / limited in numbers due to overall higher metal costs
• + High early game stakes
• + Many theoretical possibilities (amphibs, hovercrafts, seaplanes, ships, submarines)
• - Not much substance beside the very first 5-8 minutes
• - Repetitive gameplay, mostly relying on 2 units (destroyers and scouts)
• - Lack of interactions with land due to uneffective/high costs on the alternative units (amphibs, hovers, seaplanes)
• - Combomb occluding many of the possibilities because of its strong place in sea gameplay (early combomb versus destroyers + reclaim)

What has been attempted with BA 10:
• Keep the prices high enough that sea cannot truely be "spammed", and insist micro and unit combinations
• Increase the number of possibilities following a sea start
• Improve the dynamic of the game / ensure it's possible to tech/switch strategies without any downtime
• Give more space to non-destroyers / specialize unittypes / add more situations that don't require destroyers
• Add more possibilities of land/sea interactions
• Lower commander Max Speed underwater, thus making underwater combomb be more of a casual/opportunistic strategy